- Proposal
- Make (Scout)camps great again
- Justification
- By implementing this proposal in its entirety, you not only make (Scout)camps useful again, but also "camping" as a group activity, promoting more social interactions and cooperation. A side effct of this will also add to the economy by making people want to make and sell scout camps and buy them for actual use, indirectly consuming more scout resources and giving them some profit.
- Motivation
- (Scout)Camps are useless
Part of the "make scouts great again" movement.
1. Require camps in order for doctors to "heal wounds" out in the wilderness. Wounds are simulating major trauma, and would require a doctor to have facilities in order to treat them.
2. Camps already have a healing effect like sitting in a med center, but reduced effect, but since a doctor can heal wounds anywhere any time like a magic spell, this kinda makes camps pointless. Compound this with the fact that we get more skill points, allowing for every combat profession to learn novice doctor easily, nobody ever needs a camp.
3. Of course Im talking about scout camps. Crafter camps have other uses with their mods, but they too have a dimished usefulness without requiring them for wound healing.
4. There is another issue regarding wounds that also ties into using/not using camps for wound healing. Its the creature disease effect. This effect I think originally affected the action bar, not health. But now it causes wounds instead by a huge amount, sending your wounds to the max of 500 very quickly. (Its only supposed to be hindering your combat by draining your action pool) Thus, if you pull out a camp to sit and heal your wounds for awhile, this isnt practical. So you run to town for a doctor heal instead of camping. Thus another reason camps are useless. R3 would need to address the disease effect of creatures as well when making camps great again. (Ive already made a bug report about this, because the disease system message states that it reduces action bar, not cause permanent health wounds)
Im sure there are more ideas to make camps useful again that I havent thought of yet.
5. (optional)Another suggestion Ill just throw in here anyway that I doubt R3 would ever change, but.. reduce the skill point pool so that every combat profession isnt also a doctor on the side. This also indirectly contributes to the uselessness of camps and scouts and also further indirectly contributes to less multiplayer interaction.
As you can see, camps touch on alot of things in this game....
1. Require camps in order for doctors to "heal wounds" out in the wilderness. Wounds are simulating major trauma, and would require a doctor to have facilities in order to treat them.
2. Camps already have a healing effect like sitting in a med center, but reduced effect, but since a doctor can heal wounds anywhere any time like a magic spell, this kinda makes camps pointless. Compound this with the fact that we get more skill points, allowing for every combat profession to learn novice doctor easily, nobody ever needs a camp.
3. Of course Im talking about scout camps. Crafter camps have other uses with their mods, but they too have a dimished usefulness without requiring them for wound healing.
4. There is another issue regarding wounds that also ties into using/not using camps for wound healing. Its the creature disease effect. This effect I think originally affected the action bar, not health. But now it causes wounds instead by a huge amount, sending your wounds to the max of 500 very quickly. (Its only supposed to be hindering your combat by draining your action pool) Thus, if you pull out a camp to sit and heal your wounds for awhile, this isnt practical. So you run to town for a doctor heal instead of camping. Thus another reason camps are useless. R3 would need to address the disease effect of creatures as well when making camps great again. (Ive already made a bug report about this, because the disease system message states that it reduces action bar, not cause permanent health wounds)
Im sure there are more ideas to make camps useful again that I havent thought of yet.
5. (optional)Another suggestion Ill just throw in here anyway that I doubt R3 would ever change, but.. reduce the skill point pool so that every combat profession isnt also a doctor on the side. This also indirectly contributes to the uselessness of camps and scouts and also further indirectly contributes to less multiplayer interaction.
As you can see, camps touch on alot of things in this game....
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